Sunday, 2 September 2012

One Week to Go - BORODINO 200!

So how exactly do you wargame the Battle of Borodino, in 28mm scale, on a 1: 20 troop ratio, with all major formation represented, in a single day? The Borodino project team, a collection of a couple of dozen wargamers from in and around SW Sydney, and the Illawarra, will be finding out on Sunday 9th September! So my next post will let you know if we succeeded in our ambitious aim to commemorate the 200th Anniversary of that great Battle in the Grand Manner!

Troops of the Reserve Army march past in Review Order - 'Such Warriors! Such Regiments! With soldiers like these why do we need to retreat?'

Followers of my blog will know that we have not undertaken this project lightly! Next Sunday will be the culmination of almost a year’s regular games and preparation. This will be necessary if the two teams will be able to complete the huge mega game to a satisfactory conclusion in the space of a day. After all, they will be clashing armies consisting of over 5,000 28mm model soldiers over 240 square feet of landscaped terrain!

Russian last minute reinforcements - Perrys painted by MMPS

So although this post will not feature any tales of table top derring do, it may be of interest to review where we are at before the great day.

So what do you need to mega-game Borodino? I suppose, in decending order of importance, three main things; a dedicated bunch of wargamers, beautifully painted model armies, and a suitable venue and landscaped model terrain carefully researched to represent the salient features of the original battlefield.

WIP - Initial work on the contours...

I want to review the last first, because this has represented the biggest contribution from a single individual – Matt, the genial propreitor of the ‘Hall of Heroes’ FLGS – Friendly Local Games Store - situated in Campbelltown, New South Wales. Now Matt, with occasional help from his pixies, has somehow managed to fit in creating a masterpiece of terrain building whilst running a thriving business, and bringing up a young family. Obviously he has had huge help and support from his patient wife, Michelle, but this has been a herculean task. Additionally, others have helped with set pieces, Mark producing an impressive temporary model Raevsky redoubt for our all important practice games, and Blake producing a model Russian Orthodox church that would grace an architect’s office!

WIP - The Raevsky Redoubt Mk II now set flush within the modules

Then there are the teams, led by 2 indomitable captains. The Russian team has, true to the originals, undergone a variety of leadership changes, but in the latter form of Bryan, stability and wisdom has unified his team with a single purpose and a convincing plan. Troy has firmly led the French on Matt’s behalf since the project inception, and has inspired his team with his professional outlook and determination to fight the good fight.

WIP - HoH logo to be added...

The last email I sent out to the teams to keep them motivated may be of interest, so some extracts here:

Dear All,

D-DAY for the Borodino 1812-2012 Mega Game will soon be upon us!

For nigh on a year we have sweated and drilled and marched. We have pored over maps…we have planned, we have painted our armies – but soon we fight!

......Also attached are the Orbats, and the stat lines for your troops. Please become as familiar with your troop’s capabilities as if they were your own sons…

....The pregame festivities planned by Matt include a Pig Roast and a film show, possibly of Borodino!

.....Thank you all for your hard work and enthusiasm thus far. It has been a pleasure and a privilege for me to work with you gentlemen on realising my ambition of commemorating the 200th Anniversary of this momentous and iconic battle in ‘the Grand Manner’.

Please bring the same enthusiasm, drive and courtesy you have already all exhibited on the day itself to make it a Mega game we will all remember for a long time….

The model armies are now all complete, and organising armies on this scale throws up problems all of their own. Inexplicably, we didn’t realise until one of the final rehearsal games, the first time that the entire orbat was laid out, that we had a major shortage of command figures, which has led to some interesting expedients as ordering metal originals would not have arrived in time..

One thing I haven’t mentioned of course are the rules. We are using Black Powder, whose speed and ease of play encouraged us to attempt the crazy undertaking of attempting to play Borodino in a single day in the first place! However, over the year's practice games we have amended and stripped them down slightly further to attempt to reflect our view of the nature of the fighting. These local rules are reproduced below, along with our troop stats, should they be of interest:

1. In their initiative turn, a cavalry Bde commander can order a cavalry unit, or Bde, to ‘support/intercept’ a nearby Infantry Unit or Bde, in which the unit does nothing but remain in ‘overwatch’.

In the event of the Unit or Bde being supported being charged in the next turn by an enemy cavalry unit, the cavalry unit or Bde can then counter charge the cavalry unit attempting to charge the infantry. Both units would count as charging in that melee. A ‘Supp Intercept’ counter must be placed by the unit or Bde under this order during the orders phase.

Must form square rule:

2.Any Infantry charged by cavalry throws a x D6. On a 1 it fails to forms square, 2-5 it forms an orderly square, on a 6 it forms a disordered square. (This is in line with the advice on the forum. )

3.Squares charged by Infantry who are required to consult the Break Test results do not use the

square modifier (i.e. may have to fall back in disorder). Therefore the proximity rule does not apply to

infantry in square.

The proximity rule:

4. Any unit may formation change when in proximity to the enemy to change facing to any front,

without moving the centre of the formation.

5.Any movement within 12’ of the enemy must be either straight forward or straight back

7.Grand Batteries. Any third unit, in base to base contact with 2 batteries gets an extra dice to add to its firing throw, calculated at the lowest caliber, each additional battery adding a further extra D6

8.Artillery Stamina for all types is 2

Formation Tallies - These will help Players keep track of their Commands with so many Brigades/Divisions on the tables. These are about a third of the French tallies alone, with each representing 4-8 units averaging 36 figures each...

Infantry Characteristics.

9.Skirmishers being Charged

On being charged, the skirmishers may give fire at the initial or maximum range (no closing fire bonus), then may evade 2D6 inches on contact (predictable bell curve 5-9.) The attacking unit completes their (entire) moves (unless driven off by skirmisher shooting) - if skirmishers contacted dispersed (removed). Or the skirmishers may choose to issue closing fire then stand and fight as normal like true Russians/Frenchmen/Poles/Germans etc…

10.All formed Russian Infantry, except Militia, are ‘Superbly drilled’, which means when in Column they get an automatic move even if orders are failed.

11.Russian Resilience Attribute: Any Russian Infantry unit that has a break test result below 5 and thus forced to leave the table rolls a D6. On a result of 1-3 it continues to be broken. On a higher result, it acts as having had an adjusted score of 6 on the Break Test, ie retires 1 or 2 moves and becomes disordered.

Jaegers lead the way!

12.The Playing Area

For the game, play will take place over 3 tables, each of 24’ length. The main table will be 6’ in width, and set back from the main table, with a gangway to allow player access, there will be further 2 side tables of 2’ width, one on each side, to extend the total depth of the playing area to 10’.

Because of the screening effect of the intervening players, all movements and firing actions conducted on the side table are to be notified, and acknowledged by the umpire and opposing team captain or relevant player.

a.Movement.

There will be no difference in terms of rules for movement between the side tables and the main table. Any movement from the main table to the side tables, whether forward or backwards, or diagonally, shall be measured in the normal way, ignoring the gangway gap. Similarly, if a unit is forced to retire, and the retirement move requires movement across the gangway gap, such movement will occur as if the gangway does not exist. Should a unit be required to retire off the rear edge of the side tables, that will count as being removed from the table, and thus destroyed.

Naturally, any formation desired to be moved, whether designated Reserve or not, on the main table or side table, must be given an Order to move, save when it is making an initiative move. Courtesy demands that such orders are clearly articulated to the opposition, but this is particularly important for orders and movement on the side table which will be obscured by the players bodies from the opposing team.

b.Russian Deployment.

The Russian team shall deploy all units first, on the afternoon/ evening prior to the game. Units may be deployed on the Russian side table, and on the main table, but with no formed unit or battery forward of a line drawn from the front (Western) face of Borodino, down to the front face of the Raevsky Redoubt, and so on down to the front of the Fleches and the Utitsa Kurgan. Skirmish and Cossack units may be deployed up to a further foot Westwards. Skirmish units may also be deployed, and concealed, in the area of brush and scrub lying between the Fleches and Utitsa Kurgan.

Marching to a rendezvous with destiny!

Designated Russian Reserve units (Imperial Foot Guards, the Army Artillery Reserve, and all Heavy Cavalry Brigades) shall be confined to the rear of the Russian side table, with the rear of the formation at the rear of the side table. In such position they shall count as being out of artillery range. The Umpire and French Team Captain shall be informed when an order is given to activate any of these units. Army Artillery Reserve units shall be deemed to be limbered, whether or not provided with Limber models. However once deployed their further limbered movement, if not represented with limber models, must be clearly articulated to the umpire and opposing team captain.

To reflect the gallant death of General Kutaisov, the Russian Army Artillery Reserve shall not be able to be given an order to deploy until the start of move 4, and shall suffer a penalty of -1 to the activation roll on each attempt until successful.

c.French Deployment

The French may then deploy in response, ideally on the evening prior to the game. French units may be deployed on the French side table, and on the main table, but with no formed unit or battery further forward than 1’ into the main table. Batteries may be deployed unlimbered. However once deployed their further limbered movement, if not represented with limber models, must be clearly articulated to the umpire and opposing team captain. Skirmishers may be deployed upto a further 1’ Eastwards into the main table.

Designated French Reserve units (the Old Guard, and all Heavy Cavalry Brigades) shall be confined to the rear of the French side table, with the rear of the formation at the rear of the side table. In such position they shall count as being out of artillery range. The Umpire and Russian Team Captain shall be informed when an order is given to activate any of these units.

To reflect the controversy over the commitment of the Old Guard, this shall not be able to be given an order to deploy until the start of move 4, and shall suffer a penalty of -2 to the activation roll on each attempt until successful.

d.Shooting across tables

For the purposes of shooting across tables, the intervening gap will be ignored. With the exception of designated Reserve formations with their formation rear at rear of the side table alluded to above, all units on the side tables may be engaged, within the usual limitations of range and dead ground.

For the purposes of shooting calculations, the side tables will be assumed to be of the same height above sea level as the main table. Areas of dead ground shall be clearly delineated to both team captains prior to the game. Whilst some areas of the Russian side table may appear to be sheltered by the elevation of the the Redoubt and fleches, this will not apply to reflect the higher exposed ground on which the Russian reserves were placed in the battle. Similarly it will be evident that heavy guns placed in the Redoubt will have little difficulty in covering most areas of the French side tables, but designated French Reserve formations with their rear to the rear table edge will count as out of range.

13.Number of moves.

The game will play for 10.5 moves. The Russians will start with a firing phase only move, then the French will start the first of 10 moves, with the game finishing after the Russian 10th move. A schedule will be drawn up for breaks and meals, players are asked to attend to the game during the move periods.

14.Victory Pips

The game winners will be those with the most ‘Victory Pips’ at the end of the game.

Victory Pips are won every time a team wrests control of an objective from the enemy or in make Strategic outflanking moves:

1 for the Village of Borodino

2 for the Raevsky Redoubt

2 for the Fleches complex

1 for the Utitza Kurgan (Mound)

2 for each intact Infantry Bde (3 Line Bns unshaken advanced off the specified point of the far side of the enemy reserve table (which will not return)(French only)

1 for each intact regular Cavalry Bde (2 Regts unshaken advanced off the specified point on the far side of the enemy reserve table (which will not return)(Russian only)

Half of the above points will be awarded for such formations attempting to advance off the far side of the enemy reserve table but who finish the game entirely on the enemy reserve table without reaching the far edge, but who otherwise meet all the requirements above

So for example if the French assault and take the Village of Borodino, they earn a VP. Should the Russian then counter attack and win it back, they also get a VP. Should the French repeat their successful assault and win it back, they win a second VP….

Should the Russians retain a position through the game, they will receive 1 VP for each location held. This gives the Russian team a slight advantage.

1 Victory Pip is lost every time a team commits a designated strategic reserve formation, with the exception of Reserve artillery formations.

Designated Reserve Formations are:

French Imperial Old Guard Infantry(4 x Large Elite Bns)

Russian Guard Infantry(4 x Large Elite Bns)

All Heavy Cavalry Bde of two units of Heavy Cav.

15.Assaulting Fortified Positions

The procedure will match that in the rules, in that assaulting units must have 6” units in hand. The implication is that units starting their assault further out than 6” will need at least 2 moves to assault.

Supports. However, to reflect the open nature of the rear of the Russian fortifications, units occupying these will be allowed to count one supporting unit each to the rear, if such a unit is so placed. (Not Borodino). The Units assaulting built up areas and Fortified positions may be also supported to their flanks and rear.

Number of units occupying and assaulting fortifications.

Borodino can only be garrisoned by one bn, which may be large, and will be so intitially – Finland Guard Jaegers.

The fortifications may be garrisoned according to the footprint of the unit and its formation, with only one line deep of units enjoying the benefits of being fortified. If occupying Infantry Bns are deployed in line they may fire the full 3 D6. Assaulting units may assault as many units as are occupying defences, but no more than one unit is to assault each defending unit.

Objective

Combat bonus to occupiers being assaulted (automatic – no die throw)

Morale Bonus to defender’s saves.

No of 12 Pdr hits on structure to remove combat bonus of defences & obstacle effect

Borodino

2

+2

8 (6 hits reduces by 50%)

Raevsky Redoubt

2

+2

10 (8hits reduces by 50%)

Fleches Complex

1

+1

6 hits

Utitsa Kurgan

0

-

-

Troop stats to be used are also reproduced:

Russian Troop Stats

Command Values – Barclay, Bagration, Platov 8, all others 7.

Unit

Range

H-to-H

Movement

Morale

Stamina

Special Rules

Heavy Btty

18”(3d6) – 4’(2d6) – 8’(1d6)

1

All – 6” Prolong

Foot Limbered 12” + 1 move penaltyto Limber/Unlimber

Horse Limbered 18” No penalty to L/U

4+

2

Pass Break test on D12 – 7

Grand Btty +1 d6

Medium Btty

18”(3d6) – 3’(2d6) – 6’(1d6)

Horse Btty

6”(3d6) –18”(2d6) – 3’(1d6)

Unit

Type

Size

Range

H-to-H

Shooting

Morale

Stamina

Special Rules

Jaegers

Skirmishers

Small

18”

3

2

4+

2

1 move on failed order

Russian Resilience Rule

Line &

Grenadiers

Infantry

Normal

6

3

4+

3

Guards

Infantry

Large

8

4

3+

4

As above & Elite

Unit

Type

Size

All Cav move 18”

H-to-H

All Inf move 12”

Morale

Stamina

Special Rules

Lancers

Lt Cay

Normal

8

5+

3

Lancers, Marauders

Hussars

Lt Cav

7

4+

Marauders

Dragoons

Cav

8

4+

Cuirassiers

Heavy Cav

9

3+

4

Elite, Battle Cavalry +3

Cossack Sotnia

Small

5

5+

2

Marauders, Lancers, Immortal

Cossack Pulk

Normal

8

2

Artillery taking a break test pass on 7+ otherwise is destroyed

Grand Battery. Any third and successive additional battery adds an extra dice to its firing value calculated at the lowest caliber of guns present.

Formed Russian Infantry units may make one move on a failed order.

Russian Resilience. Any Formed Russian unit in column or square that has a break test result below 5 rolls a further D6 1-3 it is still broken, if a higher result retires 1 or 2 moves disordered.

Lancers. Opponents morale save throw decreases by one when charged.

Marauders. No command penalty for distance from commander

Elite. May attempt to overcome disorder at start of move on 4,5,6 on D6

Battle Cav +3. Combat results increased by D3.

Immortal. Cossack units removed from table as broken can re-enter once 1 pip of stamina replaced by Commander.

French Troop Stats

Command Values – Davout, Eugene, Ney , Murat 9, all others 8.

Unit

Range

H-to-H

Movement

Morale

Stamina

Special Rules

Heavy Btty

18”(3d6) – 4’(2d6) – 8’(1d6)

1

All – 6” Prolong

Foot Limbered 12” + 1 move penaltyto Limber/Unlimber

Horse Limbered 18” No penalty to L/U

4+

2

Pass Break test on D12 - 7

Grand Btty +1 d6 per addl Btty over 2

Medium Btty

18”(3d6) – 3’(2d6) – 6’(1d6)

Horse Btty

6”(3d6) –18”(2d6) – 3’(1d6)

Unit

Type

Size

Range

H-to-H

Shooting

Morale

Stamina

Special Rules

Skirmishers

Skirmishers

Small

18”

3

2

4+

2

Line & Middle

Guard

Infantry

Normal

6

3

4+

3

Old Guard

Infantry

Large

8

4

3+

4

Elite

Unit

Type

Size

All Cav move 18”

H-to-H

All Inf move 12”

Morale

Stamina

Special Rules

Lancers

Lt Cay

Normal

8

4+

3

Lancers, Marauders

Light Horse

Lt Cav

7

4+

Marauders

Dragoons

Cav

8

4+

Cuirassiers and Carabiniers

Heavy Cav

9

3+

Elite, Battle Cavalry +2

(Saxon Hvy Cav +3)

Cuirassiers and Carabiniers

Heavy Cav

Large

11

3+

4

Elite, Battle Cavalry +2 (Guard +3)

Old Guard

Battle Cav

Artillery taking a break test pass on 7+ otherwise is destroyed

Grand Battery. Any third and successive additional battery adds an extra dice to its firing value calculated at the lowest caliber of guns present.

Lancers. Opponents morale save throw decreases by one when charged.

Marauders. No command penalty for distance from commander

Elite. May attempt to overcome disorder at start of move on 4,5,6 on D6

Battle Cav +2. Combat results increased by D2.

The iconic view of Napoleon at Borodino by Verashagin

So thats it! The men are ready, the horses jittery, and staff and commanders review their plans and orders one final time - soon the silence will be broken by the roar of a thousand cannon...

As we prepare to commemorate the actions of these brave men who fought so long ago, let us be thankful we don't have to utter the same fateful words as Colonel Dufour, 15eme Legere:

Sparker-looks FANTASTIC credit to all involved.Have a great Battle -you should post a pic of bottle of vodka beside a bottle of courvoisier :-)can i ask you some questions---you are not classing horse artilery as marauders as in the rulebook?What manufacturer are you using for the Russian guards as perrys/vctrix and front rank dont do the guard?what size infantry brigades are you using?what size cavalry brigades as above?

Thanks gents for the kind comments. We have had some concerns about the effectiveness of horse artillery, hence their curtailed ranges. Should a battery be used as attached to a light cav Bde then it too will benefit from the Marauder attribute; I beleive my mate James is modelling the Russian Guards from existing Perry and Warlord figures, but simply painting on the distinctive 'Pletzel' on their collars and cuffs;Infantry Bdes are of 4 line Bns and 1 Skirmish Bn;Cavalry Bdes range from 2 - 4 Regiments sometimes with attached Horse Btty.

I think its excellent the way your group is taking the toolbox approach and building your own conventions for getting that whole gameplay vs simulation balance in order. Love it !

Some thoughts on artillery in the game :

From what I have been reading, the current thoughts on artillery effectiveness in the period go something like this -

1) They were in fact extremely lethal, providing most of the kills amongst the 3 arms of combat. In terms of the cause of casualties, Napoleonic artillery has the same battlefield effect as WW1 artillery. It just took a lot longer to inflict those same casualties compared to WW1 artillery.

2) They were highly temperamental systems. Each battery is a limited use weapon, degrading quickly in a sustained bombardment. After 1-2 hours of use, a gun is in need of a complete overhaul before being used again. That equates to what ... 3-4 turns of use in a wargame, between refittings. Ouch !

3) Command control - True combined arms tactics (in the modern understanding of the word), was still 100 years off at the time of the Napoleonic wars. The chain of command for Artillery appears to be not well integrated with the general command at the Divisional level. Artillery commands may get specific missions to perform on behalf of a Division, but the siting of the guns and the execution of the mission was very much in the hands of the specialist battery commander.

4) Reserve doctrine. Armies tended to keep the majority of guns in reserve, and rotate them through the combat zone most sparingly - some more so than others. The Russians being far more conservative than the French for example. In 99% of wargames, there is no good reason to do this, so something is missing.

Some game mechanics to ponder for future experiments :

- Dont fear making guns super lethal at all sorts of uncomfortable ranges.

- Make these extremely lethal guns degrade very quickly in game terms. Maybe something as drastic as dropping 1 dice _per turn used_ would not be that far fetched. Positional batteries (eg Borodino fleches), would have more stamina than field batteries though.

- Allow the player to site the guns and set a mission for them. After that, they are pretty much out of direct player control, and will either complete the mission and retire, or abandon the mission and retire if threatened. This sets up zones of destruction on the battlefield that are very effective, but limited in duration.

If make them very dangerous, but take away the ability to keep shooting all day, or to chance their mission mid-game, you get some interesting side effects in the game :

- Players putting a lot of thought and care into siting guns before the battle proper. (since changing them mid-game should be difficult to do)

- Players taking care to get the timing perfect for prep bombardment before assaults. (Limited shots = you need to land your bayonet charge just at the right time as the bombardment ends)

I'm also heading off for a weekend Borodino gaming over 4000 infantry more than 1000 cav and if my memory serves me well over 150 artillery pieces all 28mm 20+ players should make for a very interesting and long weekend I look forward to reading your review of the battle, I'm playing on the french side, please don't hold this against me. your tables look amazing, we don't have such an amazing setup as the organisers are coming from different ends of the country to meet in Christchurch so table setup takes place on the morning. Your figures look great hope you do well and have a great timeCheersKent

Good luck today Sparker, an amazing undertaking. I am really impressed with that terrain. Very realistically done. I am starting to realise that it is best to leave most of a terrain as dirt with patches of grass, it gives a very nice effect.

There was no blood in this commemoration day ,contrary to this bloody day 200 years ago .It was a crual victory which had going to be the beginning of Napoleon's end .Remember courageous inside every army ,every man who knows if he would be survival or dead at the end of this great battle .

Awesome for this biggest wargame .Thank you Mister Parker and all your team .

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Recently retired from the Royal Navy after 22 years service in all ranks and rates from Ordinary Seaman to Lieutenant. Now an international man of mystery? (Well, mystified by the world of International Higher Education, at any rate!)